#ifndef VISUALSERVERCANVAS_H
#define VISUALSERVERCANVAS_H

#include "rasterizer.h"
#include "visual_server_viewport.h"

class VisualServerCanvas {
public:


	struct Item : public RasterizerCanvas::Item {


		RID parent; // canvas it belongs to
		List<Item*>::Element *E;
		int z;
		bool z_relative;
		bool sort_y;
		Color modulate;
		Color self_modulate;
		bool use_parent_material;
		int index;
		bool children_order_dirty;


		Vector<Item*> child_items;


		Item() {
			children_order_dirty=true;
			E=NULL;
			z=0;
			modulate=Color(1,1,1,1);
			self_modulate=Color(1,1,1,1);
			sort_y=false;
			use_parent_material=false;
			z_relative=true;
			index=0;
		}
	};


	struct ItemPtrSort {

		_FORCE_INLINE_ bool operator()(const Item* p_left,const Item* p_right) const {

			if(Math::abs(p_left->xform.elements[2].y - p_right->xform.elements[2].y) < CMP_EPSILON )
				return p_left->xform.elements[2].x < p_right->xform.elements[2].x;
			else
				return p_left->xform.elements[2].y < p_right->xform.elements[2].y;
		}
	};

	struct LightOccluderPolygon : RID_Data {

		bool active;
		Rect2 aabb;
		VS::CanvasOccluderPolygonCullMode cull_mode;
		RID occluder;
		Set<RasterizerCanvas::LightOccluderInstance*> owners;

		LightOccluderPolygon() { active=false; cull_mode=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; }
	};


	RID_Owner<LightOccluderPolygon> canvas_light_occluder_polygon_owner;

	RID_Owner<RasterizerCanvas::LightOccluderInstance> canvas_light_occluder_owner;

	struct Canvas : public VisualServerViewport::CanvasBase {

		Set<RID> viewports;
		struct ChildItem {

			Point2 mirror;
			Item *item;
			bool operator<(const ChildItem& p_item) const {
				return item->index < p_item.item->index;
			}
		};



		Set<RasterizerCanvas::Light*> lights;

		Set<RasterizerCanvas::LightOccluderInstance*> occluders;

		bool children_order_dirty;
		Vector<ChildItem> child_items;
		Color modulate;

		int find_item(Item *p_item) {
			for(int i=0;i<child_items.size();i++) {
				if (child_items[i].item==p_item)
					return i;
			}
			return -1;
		}
		void erase_item(Item *p_item) {
			int idx=find_item(p_item);
			if (idx>=0)
				child_items.remove(idx);
		}


		Canvas() { modulate=Color(1,1,1,1); 	children_order_dirty=true; }

	};


	RID_Owner<Canvas> canvas_owner;
	RID_Owner<Item> canvas_item_owner;
	RID_Owner<RasterizerCanvas::Light> canvas_light_owner;

private:

	void _render_canvas_item_tree(Item *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, RasterizerCanvas::Light *p_lights);
	void _render_canvas_item(Item *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, int p_z, RasterizerCanvas::Item **z_list, RasterizerCanvas::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner);
	void _light_mask_canvas_items(int p_z,RasterizerCanvas::Item *p_canvas_item,RasterizerCanvas::Light *p_masked_lights);
public:

	void render_canvas(Canvas *p_canvas, const Matrix32 &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_masked_lights,const Rect2& p_clip_rect);

	RID canvas_create();
	void canvas_set_item_mirroring(RID p_canvas,RID p_item,const Point2& p_mirroring);
	void canvas_set_modulate(RID p_canvas,const Color& p_color);


	RID canvas_item_create();
	void canvas_item_set_parent(RID p_item,RID p_parent);

	void canvas_item_set_visible(RID p_item,bool p_visible);
	void canvas_item_set_light_mask(RID p_item,int p_mask);

	void canvas_item_set_transform(RID p_item, const Matrix32& p_transform);
	void canvas_item_set_clip(RID p_item, bool p_clip);
	void canvas_item_set_distance_field_mode(RID p_item, bool p_enable);
	void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect,const Rect2& p_rect=Rect2());
	void canvas_item_set_modulate(RID p_item, const Color& p_color);
	void canvas_item_set_self_modulate(RID p_item, const Color& p_color);

	void canvas_item_set_draw_behind_parent(RID p_item, bool p_enable);


	void canvas_item_add_line(RID p_item, const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width=1.0,bool p_antialiased=false);
	void canvas_item_add_rect(RID p_item, const Rect2& p_rect, const Color& p_color);
	void canvas_item_add_circle(RID p_item, const Point2& p_pos, float p_radius,const Color& p_color);
	void canvas_item_add_texture_rect(RID p_item, const Rect2& p_rect, RID p_texture,bool p_tile=false,const Color& p_modulate=Color(1,1,1),bool p_transpose=false);
	void canvas_item_add_texture_rect_region(RID p_item, const Rect2& p_rect, RID p_texture,const Rect2& p_src_rect,const Color& p_modulate=Color(1,1,1),bool p_transpose=false);
	void canvas_item_add_nine_patch(RID p_item, const Rect2& p_rect, const Rect2& p_source, RID p_texture,const Vector2& p_topleft, const Vector2& p_bottomright,VS::NinePatchAxisMode p_x_axis_mode=VS::NINE_PATCH_STRETCH, VS::NinePatchAxisMode p_y_axis_mode=VS::NINE_PATCH_STRETCH,bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
	void canvas_item_add_primitive(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width=1.0);
	void canvas_item_add_polygon(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID());
	void canvas_item_add_triangle_array(RID p_item, const Vector<int>& p_indices, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID(), int p_count=-1);
	void canvas_item_add_mesh(RID p_item, const RID& p_mesh,RID p_skeleton=RID());
	void canvas_item_add_multimesh(RID p_item, RID p_mesh,RID p_skeleton=RID());
	void canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform);
	void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
	void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
	void canvas_item_set_z(RID p_item, int p_z);
	void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
	void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable,const Rect2& p_rect);

	void canvas_item_clear(RID p_item);
	void canvas_item_set_draw_index(RID p_item, int p_index);

	void canvas_item_set_material(RID p_item, RID p_material);

	void canvas_item_set_use_parent_material(RID p_item, bool p_enable);

	RID canvas_light_create();
	void canvas_light_attach_to_canvas(RID p_light,RID p_canvas);
	void canvas_light_set_enabled(RID p_light, bool p_enabled);
	void canvas_light_set_scale(RID p_light, float p_scale);
	void canvas_light_set_transform(RID p_light, const Matrix32& p_transform);
	void canvas_light_set_texture(RID p_light, RID p_texture);
	void canvas_light_set_texture_offset(RID p_light, const Vector2& p_offset);
	void canvas_light_set_color(RID p_light, const Color& p_color);
	void canvas_light_set_height(RID p_light, float p_height);
	void canvas_light_set_energy(RID p_light, float p_energy);
	void canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z);
	void canvas_light_set_layer_range(RID p_light, int p_min_layer,int p_max_layer);
	void canvas_light_set_item_cull_mask(RID p_light, int p_mask);
	void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask);

	void canvas_light_set_mode(RID p_light, VS::CanvasLightMode p_mode);


	void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
	void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
	void canvas_light_set_shadow_gradient_length(RID p_light, float p_length);
	void canvas_light_set_shadow_filter(RID p_light, VS::CanvasLightShadowFilter p_filter);
	void canvas_light_set_shadow_color(RID p_light, const Color& p_color);



	RID canvas_light_occluder_create();
	void canvas_light_occluder_attach_to_canvas(RID p_occluder,RID p_canvas);
	void canvas_light_occluder_set_enabled(RID p_occluder,bool p_enabled);
	void canvas_light_occluder_set_polygon(RID p_occluder,RID p_polygon);
	void canvas_light_occluder_set_transform(RID p_occluder,const Matrix32& p_xform);
	void canvas_light_occluder_set_light_mask(RID p_occluder,int p_mask);

	RID canvas_occluder_polygon_create();
	void canvas_occluder_polygon_set_shape(RID p_occluder_polygon,const PoolVector<Vector2>& p_shape,bool p_closed);
	void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon,const PoolVector<Vector2>& p_shape);


	void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon,VS::CanvasOccluderPolygonCullMode p_mode);


	bool free(RID p_rid);
	VisualServerCanvas();


};

#endif // VISUALSERVERCANVAS_H
